--info-wcp gives counts and totals; --list-wcp gives the full file
listing sorted by path. Useful for spotting missing texture/model
entries before unpacking and shipping a zone.
Completes the --info-* family. Reports total/chained quest counts,
reward/item counts, total XP awarded, objective-type breakdown
(kill/collect/talk), and any quest-chain validation errors. Lets
zone authors spot broken chains, missing rewards, and lopsided XP
balance from the command line.
Mirrors --info-creatures and the other format inspectors. Reports
total placement count, M2/WMO breakdown, unique source paths, and
scale range. Useful for spotting empty zones, accidental scale
extremes, or duplicated placements before packing.
Mirrors the existing --info-wom/wob/woc/wot/wcp inspectors. Reports
total spawn count, hostile/questgiver/vendor/trainer flag counts,
behavior breakdown (stationary/wander/patrol), and unique displayId
count. Useful for triaging zone NPC content from the command line.
The previous --validate output told you whether *some* file of each
type existed, which was hard to act on for partially-valid zones.
Now reports the per-format file count and how many failed magic
validation, e.g. 'WOM (12 invalid: 2)' so a zone author can spot
missing or corrupted models without grepping through file listings.
Mirrors the existing --info-wom/--info-wob/--info-woc/--info-wcp
inspectors. Reports the tile coord, populated chunks, layer count,
water count, texture/doodad/WMO counts, and computed height range
across all chunks. Useful for triaging zones from the command line
without opening the GUI.
Reports name/author/description/version/format/mapId, total file count,
per-category breakdown (terrain/model/building/texture/data), and total
on-disk bytes. Useful for inspecting third-party WCPs before importing
or for sanity-checking your own exports.
Companion to --info for WOM. Reports name, group/portal/doodad counts,
total vertex/triangle/material counts. Useful for verifying converted
WMOs and debugging building rendering issues without launching the GUI.
Useful for verifying WOM exports and debugging conversion issues without
loading the GUI. Accepts either /path/to/file.wom or /path/to/file
(loader expects no extension). Reports version, name, geometry counts,
texture/bone/animation/batch counts, and bound radius.
New CLI option that runs ContentPacker::validateZone on a zone directory
and prints the open-format score (0-7) with per-file breakdown including
magic-byte validity. Exits 0 if 7/7, 1 otherwise — useful for CI checks
on exported zones.
- --convert-m2 and --convert-wmo now print progress and results to
stdout (was LOG_INFO to log file only, invisible to user)
- Failures return exit code 1 (was always 0, breaking scripting)
- Success output shows vertex/bone counts (M2) or group count (WMO)
- Error messages go to stderr for proper pipe handling
--help, --version, and --list-zones now print to stdout via printf
instead of LOG_INFO which writes to log file only. Users running
CLI commands would see no output at all — critical first-impression
bug for new users.
Also updated --version format list to include WOC.
- Wire WOB buildings into WMO render pipeline (loads→converts→renders)
- Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json
- Wire JSON DBC override into AssetManager (custom_zones/output scan)
- Add WMO→WOB conversion with full geometry (fromWMO)
- Replace placeholder WOB export with real WMO→WOB conversion in editor
- Add --convert-wmo CLI flag for batch WMO→WOB conversion
- Store discovered custom zones on Renderer with getCustomZones() accessor
- Add isCustomZone_ member to TerrainManager
All 6 Blizzard format replacements now fully load in the client:
ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
200 commits building a complete world editor with novel open file
formats from scratch in a single development session.
Final stats:
- 11,532 lines across 55 files
- 6 editor modes, 30+ terrain tools, 3 noise types
- 5 novel binary formats: WHM1, WOM1, WOB1, WCP1, WOT
- All 6 Blizzard formats replaced with open alternatives
- 4/6 formats fully loading in client (terrain, textures, models, buildings)
- CLI: --help, --version, --list-zones, --convert-m2
- Project system with git collaboration
- Full content pipeline: create → export → pack → share → load
By Kelsi Davis
- wowee_editor --convert-m2 <path> --data <datadir> converts a single
M2 model to WOM open format without launching the GUI
- Output goes to output/models/ with same path structure
- Useful for batch scripts to convert entire asset directories
- Example: wowee_editor --data Data --convert-m2 creature\\bear\\bear.m2
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet